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// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// IdleTimer is a recurring Timer which runs only when the system is idle.
// System Idle time is defined as not having any user keyboard or mouse
// activity for some period of time. Because the timer is user dependant, it
// is possible for the timer to never fire.
//
// Usage should be for low-priority work, and may look like this:
//
// class MyIdleTimer : public IdleTimer {
// public:
// // This timer will run repeatedly after 5 seconds of idle time
// MyIdleTimer() : IdleTimer(TimeDelta::FromSeconds(5), true) {};
// virtual void OnIdle() { do something };
// }
//
// MyIdleTimer *timer = new MyIdleTimer();
// timer->Start();
//
// // As with all Timers, the caller must dispose the object.
// delete timer; // Will Stop the timer and cleanup.
//
// NOTE: An IdleTimer can only be used on a thread that processes UI events.
// Such a thread should be running a MessageLoopForUI.
#ifndef BASE_IDLE_TIMER_H_
#define BASE_IDLE_TIMER_H_
#if defined(OS_WIN)
#include <windows.h>
#endif
#include "base/basictypes.h"
#include "base/timer.h"
namespace base {
// Function prototype - Get the number of milliseconds that the user has been
// idle.
typedef bool (*IdleTimeSource)(int32 *milliseconds_interval_since_last_event);
class IdleTimer {
public:
// Create an IdleTimer.
// idle_time: idle time required before this timer can run.
// repeat: true if the timer should fire multiple times per idle,
// false to fire once per idle.
IdleTimer(TimeDelta idle_time, bool repeat);
// On destruction, the IdleTimer will Stop itself.
virtual ~IdleTimer();
// Start the IdleTimer.
void Start();
// Stop the IdleTimer.
void Stop();
// The method to run when the timer elapses.
virtual void OnIdle() = 0;
protected:
// Override the IdleTimeSource.
void set_idle_time_source(IdleTimeSource idle_time_source) {
idle_time_source_ = idle_time_source;
}
private:
// Called when timer_ expires.
void Run();
// Start the timer.
void StartTimer();
// Gets the number of milliseconds since the last input event.
TimeDelta CurrentIdleTime();
// Compute time until idle. Returns 0 if we are now idle.
TimeDelta TimeUntilIdle();
TimeDelta idle_interval_;
bool repeat_;
Time last_time_fired_; // The last time the idle timer fired.
// will be 0 until the timer fires the first time.
OneShotTimer<IdleTimer> timer_;
IdleTimeSource idle_time_source_;
DISALLOW_COPY_AND_ASSIGN(IdleTimer);
};
} // namespace base
#endif // BASE_IDLE_TIMER_H_